making source map run smoothly

making source map run smoothly

Re: making source map run smoothly Posted by Kampy on Wed Jul 15th 2009 at 3:10pm
Kampy
304 posts
Posted 2009-07-15 3:10pm
Kampy
member
304 posts 716 snarkmarks Registered: Dec 30th 2003 Occupation: student Location: Germany
Hay guise! Ive been updating my Hammer skills a bit with the fancy source engine stuff and I must say that Im amazed how cool the new features are. Well anyway, I used to be a mapper always looking at the r_speeds and so, but I have no clue about source maps so far. Im making a gigantic TF2 map so I gotta know this:

What do I have to consider when I want my map to run smoothly?

Do r_speeds still exist? What are the values?

How do displacements effect the gamespeed?

I heard HINTS and areaportals are pretty good.

What are the No-Gos?


Of course I dont want my big map to lag so please gimme some advice.
Any of my old snarkpit pals still around btw? I like this cow -> :cowjump:
Re: making source map run smoothly Posted by Riven on Wed Jul 15th 2009 at 11:35pm
Riven
1640 posts
Posted 2009-07-15 11:35pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Q: What do I have to consider when I want my map to run smoothly?
In Source, there are a lot of ways to optimize your map, and these methods usually need to be taken into consideration from the get-go. For most intents and purposes, Source works in much the same way as GoldSource worked, except with the new features comes new ways to optimize them, and adds something else for you to worry about. For an in-depth explanation on everything you need to know about Source optimization visit The Map Editing Optimization Guide and follow the individual chapters on the left.

Q: Do r_speeds still exist? What are the values?
No, There is no r_speed command anymore for Source, BUT there is the net_graph 1 2 3 and + showbudget and showbudget_texture 1 commands. All you really need to look at are the FPS. You can find that readout by typing in net_graph 1 The other commands will help show you which resources are costing the most FPS. (Must have cheats activated first)

Q: How do displacements effect the gamespeed?
In Source, displacements are VERY efficient and can cover great distances with little effect to performance. Be sure to play with the 'Power' setting for displacements that are going to be smooth. Lower power=less polys. Everything you need to know about displacements: The VDC Be sure to read up on how to properly sew your displacements before making any, or else you will have yourself a big headache.

Q: I heard HINTS and areaportals are pretty good.
Yes, Hints are your best friend in optimization and should be thought about from the beginning when designing your level That guide I posted earlier will tell you everything you need to know about them. Areaportals are another beast entirely. Use them sparingly because you must know if or when their cost might outweigh their optimization benefits. Again, the guide will help you understand their use.

Q: What are the No-Gos?
For multipayer maps do not use Occluders (see guide). Do not use the carve tool for every hole or indention (which was also true for goldsource). When adding physics props to your multiplayer level, be sure to make them prop_physics_multiplayer and not just prop_physics. Do not ship a compiled map out with just having used the 'fast' option for each compile engine. Only use the 'fast' options when wanting to quickly test something. If your map does not compile or load properly after compiling it, but does load properly if you chose the fast options in the compile dialogue box, then you need to fix whatever issues there are. If you have a leak, then the pointfile tool is your best friend. It works 100% of the time, but be sure to unload it before compiling. (The pointfile tool can be found under the 'Map' menu).

-And that's all I can thing of for now! Good luck and keep us posted with your progress! :D
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: making source map run smoothly Posted by Kampy on Thu Jul 16th 2009 at 8:28am
Kampy
304 posts
Posted 2009-07-16 8:28am
Kampy
member
304 posts 716 snarkmarks Registered: Dec 30th 2003 Occupation: student Location: Germany
thanks for you detailed answer :) Ive already noticed myself that displacements are truely awesome. Im absolutely amazed I made a wide open area with hills and bumpy ground (which would have been an absolute no-go at HL1 engine and it ran fluently and showed nothing on the +showbudget screen (you see I found out some things myself lol). Thanks especially for the tip with the _multiplayer I would have used the standard ones I guess.

I have a question about displacements:
Ive used them on a large scale. Most of my map is outside so I used them everywhere on the ground. Also I read that they dont provide VISblock so I thought about adding brushes inside. Is that a good idea?

I will take a look into this URL :) I will let you know about my progress ;)
Ah snarkpit - feels like coming home